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What this game doesn' need is "phat loot"
Posted: Fri Nov 12, 2004 9:26 pm
by svayvti
Just worried about the next patch and Nevrax's recent scorecard.
"Some new and unique boss guild challenge, with unique loots." is said to be in the next patch. Is Nevrax sticking with its vision of having a crafter/forager based game and economy or is that going out the window?
Watching and worried.
Re: What this game doesn' need is "phat loot"
Posted: Fri Nov 12, 2004 9:34 pm
by buzyb77
svayvti wrote:Just worried about the next patch and Nevrax's recent scorecard.
"Some new and unique boss guild challenge, with unique loots." is said to be in the next patch. Is Nevrax sticking with its vision of having a crafter/forager based game and economy or is that going out the window?
Watching and worried.
it could be a weapon? or new Colored Matts like Plaid
Re: What this game doesn' need is "phat loot"
Posted: Fri Nov 12, 2004 9:35 pm
by neiana
svayvti wrote:Just worried about the next patch and Nevrax's recent scorecard.
"Some new and unique boss guild challenge, with unique loots." is said to be in the next patch. Is Nevrax sticking with its vision of having a crafter/forager based game and economy or is that going out the window?
Watching and worried.
One would hope that the "unique loot" is an item which, if used to craft, gives a special look to an item.
- N
Re: What this game doesn' need is "phat loot"
Posted: Fri Nov 12, 2004 9:36 pm
by hklown
agreed.
example: I just got out of SWG, a game where most of the PvP was decided by who had the better DOTted weapon, or who's stun baton was made with uber-looted components *cough*aklaycamping*cough*
I think some unique stuff would be cool, so long as it's not miles beyond whatever a good crafter can cook up.
Re: What this game doesn' need is "phat loot"
Posted: Fri Nov 12, 2004 9:46 pm
by mikwana
uniquely powerful things are also good as long as they are, er, unique. IE only one on the server. As in, the first person/group to finsih that quest gets awarded with it.
Or same as a comparable crafter made, but fancy.
The problem with this, however, is wear. any of these items arn't going to be around forever, so, unless they are permanent (which bring up it's own issues) or will hang around even after becoming useless (pre-order shields?), then having them re-occur once the original poofs, or once every month or so would be a good idea.
However, I'm sure Nevrax has this worked out (since they are including it after all), so we'll just have to wait and see before condeming or praising.
Re: What this game doesn' need is "phat loot"
Posted: Fri Nov 12, 2004 9:49 pm
by xenofur
i don't think this is going to be a big problem, as the boss mobs really stocked up in defenses, if you don't believe me, kill Clopperketh in the north eastern part of the oasis and tell me when you succeded =)
Re: What this game doesn' need is "phat loot"
Posted: Fri Nov 12, 2004 10:04 pm
by zumwalt
i disagree with alowing unique boss items, since the revamp, at current there is a huge gap between players, some near the 250 cap while others not over 100 yet, so everyone in the 250 cap will get 100% of the unique items
player base is not equal for such a move, had this been in place since day 1, and the exp system not changed, i would say go for it
but not anymore
Re: What this game doesn' need is "phat loot"
Posted: Fri Nov 12, 2004 10:08 pm
by zzeii
zumwalt wrote:i disagree with alowing unique boss items, since the revamp, at current there is a huge gap between players, some near the 250 cap while others not over 100 yet, so everyone in the 250 cap will get 100% of the unique items
player base is not equal for such a move, had this been in place since day 1, and the exp system not changed, i would say go for it
but not anymore
This gap would still be achieved and mostly the same people would still be high level, still nabbing those unique boss mobs. Irregardless of how the xp system was worked.
Re: What this game doesn' need is "phat loot"
Posted: Fri Nov 12, 2004 10:09 pm
by yy48n19
buzyb77 wrote:it could be a weapon? or new Colored Matts like Plaid
Nice. I want magic amps with a custom plaid flame pattern on them.
Re: What this game doesn' need is "phat loot"
Posted: Fri Nov 12, 2004 10:12 pm
by hklown
zzeii wrote:This gap would still be achieved and mostly the same people would still be high level, still nabbing those unique boss mobs. Irregardless of how the xp system was worked.
yup.
and it won't be cool at all when you have a small portion of players that are the only ones able to take on "mob x" just because they nabbed the super loot.